A new development utility called Felipe 64 has surfaced from the N64 homebrew scene, offering a visual workflow for creating data assets for Nintendo 64 projects.
The tool, demonstrated by developer N64GameBuilder, was shown in a video that uses Capcom’s classic beat ’em up Final Fight as a proof-of-concept to illustrate how Felipe 64 exports assets and configures gameplay elements for Libdragon-based builds.
Felipe 64 focuses on data authoring rather than compilation.
According to materials accompanying the demonstration, the tool lets developers export level data, define hitboxes, and assemble state machines through a graphical interface—streamlining the creation of assets that can be consumed by an N64 project.
N64GameBuilder emphasized that Felipe 64 only produces and exports data assets for later use inside a Libdragon project and does not compile or produce a finished ROM; the seamless gameplay shown in the video was achieved through editing to present the flow.
Libdragon is an established open-source SDK for the Nintendo 64 that provides tooling and libraries for homebrew development.
On its GitHub page, Libdragon describes itself as an SDK that offers a complete N64 programming experience while adopting modern approaches to development and debugging.
Felipe 64’s output is intended to be integrated into projects that use Libdragon as the runtime and build framework.
The demonstration used Capcom’s Final Fight as an example asset set.
Final Fight is a side-scrolling beat ’em up originally released by Capcom in arcades in 1989 and later ported to home consoles.
N64GameBuilder’s video shows how quickly a playable scene can be assembled in Felipe 64 and then prepared as data for a Libdragon project, underscoring the tool’s role in asset creation rather than code compilation.
Felipe 64 is currently presented as a work-in-progress and the demonstration materials are the primary public documentation for the tool at this time.
Developers interested in N64 homebrew projects can find Libdragon and its source on GitHub, where the SDK and community repositories provide the runtime and build support needed to turn data assets into executable N64 programs.
As Felipe 64 evolves, the tool’s stated remit remains focused on visual asset export and configuration for Libdragon-based development on the Nintendo 64 platform.
For now, the developer’s video serves as the clearest illustration of Felipe 64’s capabilities and limitations: it speeds up data preparation but does not replace the build and compilation steps performed within a Libdragon development workflow.
The tool, demonstrated by developer N64GameBuilder, was shown in a video that uses Capcom’s classic beat ’em up Final Fight as a proof-of-concept to illustrate how Felipe 64 exports assets and configures gameplay elements for Libdragon-based builds.
Felipe 64 focuses on data authoring rather than compilation.
According to materials accompanying the demonstration, the tool lets developers export level data, define hitboxes, and assemble state machines through a graphical interface—streamlining the creation of assets that can be consumed by an N64 project.
N64GameBuilder emphasized that Felipe 64 only produces and exports data assets for later use inside a Libdragon project and does not compile or produce a finished ROM; the seamless gameplay shown in the video was achieved through editing to present the flow.
Libdragon is an established open-source SDK for the Nintendo 64 that provides tooling and libraries for homebrew development.
On its GitHub page, Libdragon describes itself as an SDK that offers a complete N64 programming experience while adopting modern approaches to development and debugging.
Felipe 64’s output is intended to be integrated into projects that use Libdragon as the runtime and build framework.
The demonstration used Capcom’s Final Fight as an example asset set.
Final Fight is a side-scrolling beat ’em up originally released by Capcom in arcades in 1989 and later ported to home consoles.
N64GameBuilder’s video shows how quickly a playable scene can be assembled in Felipe 64 and then prepared as data for a Libdragon project, underscoring the tool’s role in asset creation rather than code compilation.
Felipe 64 is currently presented as a work-in-progress and the demonstration materials are the primary public documentation for the tool at this time.
Developers interested in N64 homebrew projects can find Libdragon and its source on GitHub, where the SDK and community repositories provide the runtime and build support needed to turn data assets into executable N64 programs.
As Felipe 64 evolves, the tool’s stated remit remains focused on visual asset export and configuration for Libdragon-based development on the Nintendo 64 platform.
For now, the developer’s video serves as the clearest illustration of Felipe 64’s capabilities and limitations: it speeds up data preparation but does not replace the build and compilation steps performed within a Libdragon development workflow.